Base Class: Fighter
Most fighters tend to view battle as just that: A battle, and strive to emulate warriors and great soldiers. But you're not most fighters. You know the truth of fighting lies not in strenght, nor might, it lies in Rhythm. To fight is to dance, and you strive to emulate not the mightiest of warriors, but the finest of dancers.
To emulate this archetype, you must have either a Dexterity or Charisma score of 13 or higher
Rhythm
To perform the Battle Waltz, one must have Rhythm. You gain proficience in the performance skill if you didn't already have it, aswell as the hability to spend Rhythm points in battle. When you first emulate this archetype at 3rd level, you have 1 Rhthym point. the ammount of Rhythm points you have increases as you gain levels in this class.
You regain 1 rhythm point each time you score a critical roll or bring a creature to 0 hit points, and all spent rhtyhm points are regained after a long rest.
Rhythmic Finesse
In dance, strenght is not as important as finesse. When you first emulate this archetype at 3rd level, you learn how to use Rhythmic Finesse in your strikes. When you're wielding a simple or martial weapon which deals slashing damage, you can spend a Finesse point to add your CHA or DEX modifier to either the attack or damage roll.
Running Rhythm
As you improve your skill in Battle Waltz, you learn how a good dancer must keep on moving. Once you reach 7th level in this class, enemies will have disadvantage on opportunity attacks against you. In addition, you gain advantage on attack rolls against enemies if you moved at least 15 feet in the last round.
Never Miss a Beat
When you reach 10th level in this class, you learn how to dominate the rhythm of battle. You gain advantage on intiative rolls, and you can, as a reaction, use rhythm points to stop enemies from interrupting your performance:
- You can spend 1 rhythm point to gain advantage on any saving throw. Area effects that would cause half damage will deal no damage when you use this feature.
- You can spend 1 rhythm point to add either your DEX or CHA modifier to your AC until your next turn
- You can spend 2 rhythm points to impose disadvantage on a attack roll against you
- You can spend 4 rhythm points to automatically succeed on a saving throw
- You can spend 4 rhthm points to make the enemy automatically fail on a attack roll
Unstoppable Rhythm
When you reach 15th level in this class, your repeated training has made Battle Waltz an instinct. While in battle, you can use your Rhythmic Finesse without spending any Rhythm points, if the following conditions are met:
- You managed to succesfully hit a creature in your last turn
- You did not suffer any damage in the last round
- You have moved at least half your base speed in the last round
The Show Must Go On
A dancer must have the drive to keep on dancing no matter what. When you reach 18th level in this class, you can push the will to keep on dancing no matter what: if an attack reduces you to 0 hit points, you can instead choose to drop to 1 and gain a bonus to your AC equal to 1d4 plus your CHA or DEX modifier. You keep this bonus as long as you keep on moving at least half of your base movement speed each turn. Once you use this feature, you can't use it again until you finish a long rest.
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